IMPOCALYPSE
BATTLE MECHANICS
Note: characters that are heavily injured may acquire corruptions. There will be heavy maiming.
- This is a turn-based fight. PCs will take their turn, the boss will react, and then the boss will take their turn. Players will react and take their turn, and so on and so forth.
- You may take up to six actions in one turn, including dodge. You may attack up to 6 times if you're not dodging, and you can attack even if you are dodging or fail to dodge. If a swing delivers more than one attack (throwing multiple projectiles at the same time) then it's counted as one "action".
- With every strike/blow/attack, .roll 1d6 twice (or !2d6. MAKE SURE TO DO IT THIS WAY BECAUSE NADEKO IS A TRAITOR. The first dice determines whether your attack succeeds or fails, with 1-3 as fail and 4-6 as success. The second dice determines how much damage you inflict on the boss. Please include both numbers with your comment on your turn.
- Roll for every strike, not for every turn. If your character decides to shoot 4 times in succession, roll a 2d6 for every bullet.
- Green text can be dodged, but red text is guaranteed damage. Dodge by using a 1d6, 1-3 as fail and 4-6 as success.
- UNIT ABILITY MECHANICS ARE HERE, but please note: this is not the end-all be-all of how these powers can be used, and these are not the only powers that can be used in a fight, these are just the ones that affect rolls specifically. The session's runner always has the final say, so ask if you want to do something cool but you don't think it's street legal. (It probably is.)
Note: characters that are heavily injured may acquire corruptions. There will be heavy maiming.
EFFECTS LIST
- Black substance, both sticky and acidic
- A sticky substance that seems to cling to everything it touches, and is impossible to pull off. It melts through flesh, but the more it melts, the more it seems to become absorbed. Sufficient absorption of this substance in any capacity (skin absorption, digestion) will result in corruptions that may be permanent. May be removed by severing the affected area, or by bringing the affected area to the deadzone.

WEDNESDAY - 9AM, SHINJUKU GYOEN
PLAYER ACTION
Re: PLAYER ACTION
Re: PLAYER ACTION: 1/2
Re: PLAYER ACTION: 2/2
Re: PLAYER ACTION
BOSS REACTION
BOSS ACTION
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WEDNESDAY - NOON, PICCADILLY CINEMA
PLAYER ACTION
Re: PLAYER ACTION
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BOSS REACTION
BOSS ACTION
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WEDNESDAY - NOON TEAM HEALING + REVIVAL
once the motorcycles are loaded up and driven through the dark of the night to the hotel, a dragon, a viking, a monster hunter, and a corpse walk onto sensitIV's landing and knock on their door.
At the same time a Dissonance message is being sent to all pep!pep!s:
Kir💖Royale: We've got two wounded and one KIA at senstIV's dorm. First aid's done, proper healing pending. Revival requested. ]
Re: WEDNESDAY - NOON TEAM HEALING + REVIVAL
[Mostly bracing himself on a wall because ugh, everyone hurts, and undoing his jacket so the wounds can actually be seen. Sorta. Bloodstains on his shirt.]
Re: WEDNESDAY - NOON TEAM HEALING + REVIVAL
Re: WEDNESDAY - NOON TEAM HEALING + REVIVAL
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Re: WEDNESDAY - NOON TEAM HEALING + REVIVAL
Re: WEDNESDAY - NOON TEAM HEALING + REVIVAL
Re: WEDNESDAY - NOON TEAM HEALING + REVIVAL
Re: WEDNESDAY - NOON TEAM HEALING + REVIVAL
Re: WEDNESDAY - NOON TEAM HEALING + REVIVAL
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Re: WEDNESDAY - NOON TEAM HEALING + REVIVAL
Re: WEDNESDAY - NOON TEAM HEALING + REVIVAL
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Re: WEDNESDAY - NOON TEAM HEALING + REVIVAL
Re: WEDNESDAY - NOON TEAM HEALING + REVIVAL
Re: WEDNESDAY - NOON TEAM HEALING + REVIVAL
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Re: WEDNESDAY - NOON TEAM HEALING + REVIVAL
Re: WEDNESDAY - NOON TEAM HEALING + REVIVAL
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BRING OUT YER DEAD
Re: BRING OUT YER DEAD
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Re: BRING OUT YER DEAD
Re: BRING OUT YER DEAD
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WEDNESDAY - 6PM, JR KYUSHU HOTEL SHINJUKU BLOSSOM
ROLL A 1D6.
If you roll 1-3, go here.
If you roll 4-6, go here.
If you're D.Va, roll a 1d6 to dodge. ]
D.VA (RE)ACTION
Re: D.VA (RE)ACTION
(no subject)
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WEDNESDAY - 6PM, NEAR THE GAME TOWER
You are flying in the direction of the Game Tower. There are four demons below, waiting to get their claws in you.
If you have an ability to save yourself, you can do so + save whoever you can. If you do not, roll a 1d6 to see if you survive relatively uninjured, whether by stepping on one of the demon's faces or landing on a tree or something. SSStyle it. ]
PLAYER (RE)ACTION
Re: PLAYER (RE)ACTION
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BOSS ACTION
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WEDNESDAY - 6PM, NEAR THE ARCADE
You are flying in the direction of the arcade. There are four demons below, waiting to get their claws in you.
If you have an ability to save yourself, you can do so + save whoever you can. If you do not, roll a 1d6 to see if you survive relatively uninjured, whether by stepping on one of the demon's faces or landing on a tree or something. SSStyle it. ]
PLAYER (RE)ACTION
Re: PLAYER (RE)ACTION
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(no subject)
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THURSDAY - 3PM, VARIOUS PLACES
It becomes a full-blown fire tornado, which would absolutely be fantastic and great and exciting and not worrying at all except that it starts sucking up everything around it—the trees, the broken light fixtures, and alsoooooo you! Why the FUCK.
ROLL A 1D6.
If you roll a 1-3, you end up here.
If you roll a 4-6, you're able to stay in Yoyogi park, where the fire tornado started. (If you are an avante en garde or otherwise think of a cool way to stay in your spot using a unit ability, you can also stay in Yoyogi park.)
ROLL A 1D6 TO DETERMINE IF YOU GOT HURT IN THE FIRE TORNADO. ]
THURSDAY - 3PM, AMUSEMENT PARK
If you have an ability to save yourself, you can do so + save whoever you can. If you do not, roll a 1d6 to see if you survive relatively uninjured, whether by stepping on one of the rides or landing on a tree or something. SSStyle it. ]
PLAYER ACTION
Re: PLAYER ACTION
Re: PLAYER ACTION
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THURSDAY - 3PM, YOYOGI PARK
PLAYER ACTION
Re: PLAYER ACTION
Re: PLAYER ACTION
Re: PLAYER ACTION
Re: PLAYER ACTION
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Re: PLAYER ACTION
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Re: PLAYER ACTION
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THURSDAY - 6PM, NEARBY OIOI
ROLL A 1D6.
If you roll a 1-3, you're here.
If you roll a 4-6, you're here.
ROLL A 1D6 TO DETERMINE IF ANY OF THE DEBRIS HIT YOU. IF YOU ROLL A 1 YOU ARE IN DANGER OF BEING CRUSHED BUT SOMEONE ON EITHER SIDE CAN SAVE YOU. ]
THURSDAY - 6PM, WEST OF OIOI
Half the demons—four of them, in fact—are coming at you with light poles in hand. They're still a distance away, but they'll be here soon. ]
PLAYER ACTION
Re: PLAYER ACTION
Re: PLAYER ACTION
Re: PLAYER ACTION
Re: PLAYER ACTION
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(no subject)
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Re: PLAYER ACTION
Re: PLAYER ACTION
(no subject)
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THURSDAY - 6PM, EAST OF OIOI
Half the demons—four of them, in fact—are coming at you with uprooted trees in hand. They're still a distance away, but they'll be here soon. ]
PLAYER ACTION
Re: PLAYER ACTION
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THURSDAY - POST OIOI FIGHTS
[ OOC: Just a top level to convene post-fights for fallout and healing ]
Re: THURSDAY - POST OIOI FIGHTS
Nero warps in at the speed of sword, covered in blood but with no pressing wounds. Still, it's with urgency that he plows into the lobby]
Hey! We need a healer at the department store!
Re: THURSDAY - POST OIOI FIGHTS
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cw: minor blood mention, vomiting if that grosses anyone out
(no subject)
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Re: THURSDAY - POST OIOI FIGHTS
WEST OF OIOI/IDK LIVE YOUR LIFE
Re: WEST OF OIOI/IDK LIVE YOUR LIFE
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Re: WEST OF OIOI/IDK LIVE YOUR LIFE
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Re: WEST OF OIOI/IDK LIVE YOUR LIFE
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Re: WEST OF OIOI/IDK LIVE YOUR LIFE
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Also heading west of OIOI!
FRIDAY - 9AM, ÉSFORTA
. . . Oh. Remember the dragon on top of the hotel? Somehow, for whatever reason, it ended up in the ocean—but now it's recovered(?), and you can catch it as it tries to fly up—
—before crashing, right in front of ésforta.
ROLL A 1D6 TO DETERMINE IF YOU'RE INJURED IN THE CRASH. IF YOU ROLL A 1, THE DRAGON CRUSHED YOU DIRECTLY WITH ITS BODY, BUT YOU CAN BE SAVED RIGHT BEFORE THAT HAPPENS BY SOMEONE ELSE. ]
PLAYER (RE)ACTION
Re: PLAYER (RE)ACTION
Re: PLAYER (RE)ACTION
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FRIDAY - NOON, BETWEEN THE GREAT BURGER & ALFRED TEA ROOM
ROLL A 1D6.
If you roll a 1-3, go here.
If you roll a 4-6, go here.
ROLL A 1D6 TO DETERMINE WHETHER OR NOT YOU GOT FUCKED UP BY BLACK FIRE. ]
FRIDAY - NOON, THE GREAT BURGER
ROLL 1D6 TO PREVENT YOURSELF FROM GETTING SNATCHED UP BY THE DRAGON CLAWS. If you rolled a 1 you are stolen. Regardless of if you are stolen or not you can take this chance to attack. ]
PLAYER (RE)ACTION
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FRIDAY - NOON, ALFRED TEA ROOM
ROLL 1D6 TO PREVENT YOURSELF FROM GETTING SNATCHED UP BY THE DRAGON CLAWS. If you rolled a 1 you are stolen. Regardless of if you are stolen or not you can take this chance to attack. ]
PLAYER (RE)ACTION
Re: PLAYER (RE)ACTION
Re: PLAYER (RE)ACTION
1/
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FRIDAY - 3PM, NEAR DAIEI HATAGAYA
Better check that out, huh.
ROLL 1D6.
If you rolled 1-3, you're on the north side.
If you rolled 4-6, you're on the south side. ]
FRIDAY - 3PM, NORTH OF DAIEI HATAGAYA
The chimera.
It's howling (inasmuch as a lion could howl? 3 lion heads could howl?) before it levies glowing eyes at you.
Were you going to go somewhere? Time to fight instead! ]
PLAYER ACTION
Re: PLAYER ACTION
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FRIDAY - 3PM, SOUTH OF DAIEI HATAGAYA
The cerberus.
It's howling before it levies glowing eyes at you.
Were you going to go somewhere? Time to fight instead! ]
PLAYER ACTION
Re: PLAYER ACTION
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Re: PLAYER ACTION
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FRIDAY - 6PM, VARIOUS PLACES
Suddenly, every pothole and water fixture explodes, gushing with water. It all rushes out so quickly and with such force—the ground even ruptures underneath, as though something were trying to force itself out of the ground.
ROLL A 1D6.
If you roll a 1-2, you're swept here.
If you roll a 3-4, you're swept here.
If you roll a 5-6, you're able to stay right in front of Shinjuku Gyoen's Family Mart, where the water is most concentrated. (If you are an avante en garde or otherwise think of a cool way to stay in your spot using a unit ability, you can also stay in front of the convenience store.)
ROLL A 1D6 TO DETERMINE IF YOU GET INJURED WHEN THE CITY FLOODS. IF YOU ROLL A 1 YOU ARE IN DANGER OF DROWNING BUT SOMEONE CAN SAVE YOU.
Regardless of what you roll, you can see the horrifying beast in charge of the damage, bursting out from one of the ponds in Shinjuku Gyoen: a giant octopus with hands. Terrifying. Ghastly. Nightmare fuel.
However, it does have cute earflaps, despite being otherwise fuckhuge and not like a dumbo octopus at all. ]
FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
. . . and right in the hands of another horrifying creature: a horned skeletal dragon(?) that seems to be made of hundreds and hundreds of animal heads. Its lower jaw is just entirely necks that stretch out, with heads attached.
If you drowned from the previous roll, you're still alive. However, you must take one turn to recover from passing out. If someone saved you, you can take your usual turn of 6 total moves (5 including the failure to dodge drowning).
It lumbers toward you. ]
Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
[K did, however, get a lungful of decidedly dubious water (2) and ends up on his hands and knees in the shallow water, coughing convulsively.
[And then, of course, it got worse, because why wouldn't it at this stage and there's a fucking dragon here. Is that better or worse than the hand... octopus... thing over there?
[Great. Brilliant. Here we fucking go again.
[Does he have any better plans? No, he does not. Let's GET OUT MY DEADZONE ENMUDDED WEAPONS (carefully) and FLING MYSELF STUPIDLY at this thing tiger claws FIRST.
[Hey, turns out keeping your weapons in a forbidden room of mystery so they don't get all the special mud washed off them is really useful!]
[ HIT: 5 + ATK: 4 + MUD: 3 ]
[ HIT: 4 + ATK: 6 + MUD: 2 ]
[ HIT: 4 + ATK: 2 + MUD: 1 ]
[ HIT: 3 ]
[ HIT: 1 ]
Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
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Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
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Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
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Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
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Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
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Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
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Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
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Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
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Re: FRIDAY - 6PM, NEAR HONMACHI SAKURA PARK
BOSS REACTION
BOSS ACTION
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FRIDAY - 6PM, 7-11
There's a heavy beat of wings, and a creature that's half bright red-plumed bird, half oil-black snake blots out the sky above you, black ooze dripping from its tremendous sharp beak.
If you drowned from the previous roll, you're still alive. However, you must take one turn to recover from passing out. If someone saved you, you can take your usual turn of 6 total moves (5 including the failure to dodge drowning). ]
PLAYER ACTION
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FRIDAY - 6PM, FAMILYMART
If you drowned from the previous roll, you're still alive. However, you must take one turn to recover from passing out. If someone saved you, you can take your usual turn of 6 total moves (5 including the failure to dodge drowning).
The horrifying giant octopus with hands and cute earflaps directs its attention to you.
Ohhhh fuck. ]
no subject
(no subject)
(no subject)
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Re: FRIDAY - 6PM, FAMILYMART
Re: FRIDAY - 6PM, FAMILYMART
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Re: FRIDAY - 6PM, FAMILYMART
Re: FRIDAY - 6PM, FAMILYMART
Re: FRIDAY - 6PM, FAMILYMART
(no subject)
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Re: FRIDAY - 6PM, FAMILYMART
Re: FRIDAY - 6PM, FAMILYMART
CORRECTED ATTACK / DAMAGE
Re: FRIDAY - 6PM, FAMILYMART
Re: FRIDAY - 6PM, FAMILYMART
BOSS REACTION
BOSS ACTION
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